Myconid Adult
Monster Manual (2025) p. 223
- Tamaño
- Mediano
- Tipo
- plant
- Alineamiento
- legal neutral
- CA
- 12
- Iniciativa
- 0
- Puntos de golpe
- 16 (3d8+3)
- Velocidad
- walk 20 ft.
- Sentidos
- darkvision 120 ft.
- Percepción pasiva
- 11
- Idiomas
- telepathy 240 ft.
- Desafío
- 1/2
- Linaje
- Myconid
- Entorno
- underdark
Rasgos
Proficiency Bonus
+2
Treasure
Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.
Sun Sickness
While in sunlight, the myconid has Disadvantage on D20 Tests. The myconid dies if it spends more than 1 hour in sunlight.
Acciones
Slam
Melee Attack Roll: +2, reach 5 ft. Hit: 4 (1d8) Bludgeoning damage plus 3 (1d6) Poison damage.
Pacifying Spores (1/Day)
Constitution Saving Throw: DC 11, one creature the myconid can see within 10 feet. Failure: The target has the Stunned condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
recharge
1/DAY
Rapport Spores
The myconid expels spores in a 30-foot Emanation originating from itself. Creatures in that area with an Intelligence score of 2 or higher that aren't Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Otros datos
description
Myconids dwell in remote Underdark reaches overgrown with molds and mushrooms. These ambulatory fungal creatures tend to their sanctuaries and avoid becoming embroiled in the conflicts of other creatures. They use specialized spores to communicate, to alert one another to danger, and to defend themselves. When myconids encounter others beings, they use mind-linking spores to allow nearby creatures to telepathically share thoughts. Nevertheless, myconids' goals remain mysterious to most non-fungal creatures.
Myconid Adult: Myconid adults defend their territories and other myconids from invaders.